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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2026 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GetCalcMatrix = require('../GetCalcMatrix'); var renderOptions = { multiTexturing: false, smoothPixelArt: false }; /** * Renders this Game Object with the WebGL Renderer to the given Camera. * The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. * This method should not be called directly. It is a utility function of the Render module. * * @method Phaser.GameObjects.Rope#renderWebGL * @since 3.23.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.Rope} src - The Game Object being rendered in this call. * @param {Phaser.Renderer.WebGL.DrawingContext} drawingContext - The current drawing context. * @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested */ var RopeWebGLRenderer = function (renderer, src, drawingContext, parentMatrix) { var camera = drawingContext.camera; camera.addToRenderList(src); var calcMatrix = GetCalcMatrix(src, camera, parentMatrix, !drawingContext.useCanvas).calc; if (src.dirty) { src.updateVertices(); } // Get smooth pixel art option. var smoothPixelArt; var srcTexture = src.texture; if (srcTexture && srcTexture.smoothPixelArt !== null) { smoothPixelArt = srcTexture.smoothPixelArt; } else { smoothPixelArt = src.scene.sys.game.config.smoothPixelArt; } renderOptions.smoothPixelArt = smoothPixelArt; (src.customRenderNodes.BatchHandler || src.defaultRenderNodes.BatchHandler).batchStrip( drawingContext, src, calcMatrix, src.texture.source[0].glTexture, src.vertices, src.uv, src.colors, src.alphas, src.alpha, src.tintMode, renderOptions, src.debugCallback ); }; module.exports = RopeWebGLRenderer;